Daily Punch 9-10-25 Attachment Ampule alchemical consumable for Pathfinder 2nd Ed

Why not make friends!


Attachment Ampule Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Attachment Ampule contains a single dose of a mind poison. Targets who consume tis poinson are friendly to those around them.

Attachment Ampule(Minor)Item 1

Price 3 gp
Bulk L
When this is consumed, you attempt a will save DC 15

Critical Success You are immune to all doses of Attachment Ampule for 24 hours.
Success You are unaffected.
Failure You are friendly to the administrator for 1 round.
Critical Failure You are friendly to the administrator for 1 round.

Attachment Ampule (Lesser)Item 5

Price 30 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 19.

Attachment Ampule(Moderate)Item 9

Price 150 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 24.

Attachment Ampule(Greater)Item 13

Price 600 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 29.

Attachment Ampule(Major)Item 15

Price 1,300 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 34.

Attachment Ampule (True)Item 19

Price 8,000 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 39.

Thoughts?

Daily Punch 9-8-25 Injector Prod weapon for Pathfinder 2nd Ed.

Let’s get some close up help with that injection alchemist!


Injector Prod

Reach
Price 2 gp; Damage 1d2 P; Bulk 2
Hands 2; Reload 1
Type Melee; Category Simple; Group Spear


This long spear is tipped with a strongly built reloadable syringe. When the spear is loaded, upon a successful attack, the payload of the syringe is delivered to the target.

Thoughts?

Daily Punch 9-5-25 Admonishment divine spell for Pathfinder 2nd Ed

GOD DAMN YOU!

Admonishment [two-actions]Spell 1

Manipulate Mental
Traditions divine
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Defense Will


Your God breaks those whom you damn. When you cast this spell, you choose a target in range to make a Will saving throw with the effect determined below

Critical Success The target is unaffected.
Success The creature becomes sickened 1.
Failure The creature becomes sicked 1 and is blinded, defined, and restrained while sicked.
Critical Failure The creature becomes sicked 2 and is blinded, defined, and restrained while sicked..


Heightened (+1) You can choose one additional target.

Daily Punch 9-3-25 Bloodburn alchemical consumable for Pathfinder 2nd Ed

Let’s build enough consumables for an alchemist to inject into a target!


Bloodburn Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Bloodburn is a potential emetics that burns as it causes the vomiting.

Bloodburn (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent fire damage and sickened 1. The flat check ends both conditions. 

Bloodburn (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent fire damage and sickened 1. The flat check ends both conditions.

Bloodburn (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent fire damage and sickened 2. The flat check ends both conditions.

Bloodburn (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent fire damage and sickened 2. The flat check ends both conditions.

Bloodburn (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent fire damage and sickened 3. The flat check ends both conditions.

Bloodburn (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent fire damage and sickened 3. The flat check ends both conditions.

Thoughts?

Daily Punch 8-27-25 Injector firearm for Pathfinder 2nd Ed

How about we make an alchemist who debuffs?!

Injector

Uncommon Fatal d6
Price 3 gp; Damage 1d2 P; Bulk 1
Hands 1; Range 30 ft.; Reload 1
Type Ranged; Category Simple; GroupFirearm
Ammunition Injector Bolt


This simple break-action firearm allows a single dose of a consumable to be loaded into an injector bolt. That bolt can’t be fired, delivering the consumable to the target on contact. This consumable is delivered internally. Any explosion or splash damage is negated, but regular damage occurs to the target as well as any other effects.

Thoughts?

Daily Punch 8-18-25 Painkiller alchemical item for Pathfinder 2nd Ed

one more time to kill the pain!


Painkiller Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Painkillers are pills that don’t prevent damage, but numb you to the pain your experiencing so you don’t care! These pills last for one hour and provide you temporary hit points at the start of each of your turns for the duration. If another source provides more temporary hit points, that amount is instead provided. If you are not damaged, you only game temporary hit points equal to the number provided each round and these do not build up.

Painkiller (Minor)Item 1

Price 3 gp
Bulk L
Duration 1 hour
You gain 1 temporary hit point at the start of each round.

Painkiller (Lesser)Item 5

Price 30 gp
Bulk L
Duration 1 hour
You gain 3 temporary hit point at the start of each round.

Painkiller (Moderate)Item 9

Price 150 gp
Bulk L
Duration 1 hour
You gain 6 temporary hit point at the start of each round.

Painkiller (Greater)Item 13

Price 600 gp
Bulk L
Duration 1 hour
You gain 9 temporary hit point at the start of each round.

Painkiller (Major)Item 15

Price 1,300 gp
Bulk L
Duration 1 hour
You gain 12 temporary hit point at the start of each round.

Painkiller (True)Item 19

Price 8,000 gp
Bulk L
Duration 1 hour
You gain 15 temporary hit point at the start of each round.